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Old March 16, 2004, 00:09   #1
Colwyn
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A. Why do some scenarios have AI role 3 for
Land units which is air superiority ie Red Front.

B. Also what AI role should aircraft have in winter when their att str is 0 is it eiher 0 attack, 1 defend or 3 air superiority so they return to base.

C. I notice ai air units attacking and running out of fuel when they are given the 1 range tag for unlimited attacks and 0 for attack AI role.

D. Will ai units with AI role 3 air superirity ever attack land units or must the ai role be 0 attack?
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Old March 16, 2004, 07:47   #2
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A. The AI often refuses to build units with the same role as another unit but with what it perceives as "inferior" stats; e.g., 4/3/4 is worse than 5/3/2, as the game sees it. That's the main reason AFAIK.

C. Probably because they have the same role as missiles and bombers, so the AI tries to use them that way.

The other two ?s I don't know the answer to, I'm afraid.
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Old March 16, 2004, 08:46   #3
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I can comment only on the basis of what I have seen in Red Front.

A. A role 3 for a land unit allows it to intercept airlifts. I suspect that Captain Nemo may have been trying to limit airlifts into Soviet front-line cities.

D. In RF the Karl mortar has a role 3 in the summer of 1941 yet it seems to have no hesitation about attacking any Soviet unit or city that it encounters. The same applies to the Me-109.

I know there is a fairly recent thread on this topic somewhere but I can't find it. Perhaps someone can steer you to it.
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Old March 16, 2004, 12:38   #4
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The '3' role is intended to defeat the CIV2 unit bug - that's why I use it.

But not using it can have advantages, if you wish the AI to follow a distinct upgrade path.
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Old March 16, 2004, 15:18   #5
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Curt's got a point; a unit has to have the same role as the unit you want it to upgrade to via LW.
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Old March 16, 2004, 17:08   #6
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Quote:
Originally posted by curtsibling
The '3' role is intended to defeat the CIV2 unit bug - that's why I use it.

But not using it can have advantages, if you wish the AI to follow a distinct upgrade path.
Can you clarify the civ2 unit bug and how it might effect say redfront if I changed it.
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Old March 16, 2004, 17:22   #7
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Quote:
Originally posted by AGRICOLA
I can comment only on the basis of what I have seen in Red Front.

A. A role 3 for a land unit allows it to intercept airlifts. I suspect that Captain Nemo may have been trying to limit airlifts into Soviet front-line cities.
I have played a few games with the 3 flag removed for land units and it didn't disadvange the AI as they often had air units nearby ie AA, Hedgehogs??, Flak, fighters anyway.

Whats the range for the AA unit to effect 8?
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Old March 16, 2004, 17:51   #8
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Quote:
Posted by Colwyn
Whats the range for the AA unit to effect 8?
Sorry, but I don't understand the question.
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Old March 16, 2004, 19:00   #9
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Quote:
Originally posted by AGRICOLA


Sorry, but I don't understand the question.
sorry what I mean to say is what range do enemy AA units effect the risk of lost airlift of players.
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Old March 17, 2004, 02:48   #10
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Quote:
Originally posted by Colwyn
what range do enemy AA units effect the risk of lost airlift of players.
A role 3 unit can intercept an airlift if it is one square less than the number of squares it can move in a turn from either the departure or destination city.

For example, a Me-109 (role 3, Mv=8) can intercept if it is anywhere within 7 squares of either city.

Similarly, a Karl mortar (role 3, Mv=3) can intercept if it is anywhere within 2 squares.

The range of damaged, role 3 ground units with reduced movement is 1 square less than the reduced movement.

All movement figures are based on cross country movement.
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Old March 17, 2004, 21:54   #11
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Quote:
I know there is a fairly recent thread on this topic somewhere but I can't find it.
About the AIR SUPERIORITY role . . . .

By the way has anyone else found the search page utterly worthless?

AFAIK, role 3 land units seem to ignore movement costs more than role 0 units.
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Old March 18, 2004, 01:20   #12
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@Boco
Good work, that's the one I couldn't find.
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